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id="doc-content" class="doc-page-holder"><div class="doc-page"><h1>Crafty.timer <span></span></h1><div class="doclet" id="Crafty-timer"><span class="markdown"><p>操纵游戏的记号</p>
</span></div><div><h4>方法</h4><ul class="page-toc"><li><a href="#Crafty-timer-FPS">.FPS()</a></li><li><a href="#Crafty-timer-simulateFrames">.simulateFrames()</a></li><li><a href="#Crafty-timer-step">.step()</a></li><li><a href="#Crafty-timer-steptype">.steptype()</a></li></ul><div class="doclet" id="Crafty-timer-FPS"><a href="#doc-nav" class="doc-top">Back to top</a><h2 class="doclet-header">Crafty.timer.FPS()</h2><div class="crafty-method"><code class="signature"><span class="sig-phrase"><span class="sig-qualifier">public </span><span class="sig-qualifier">void </span><span class="sig-noun">Crafty.timer.FPS</span></span><span class="sig-seperator">()</span></code></div><span class="markdown"><p>每秒返回目标帧。这不是实际的帧速率。</p>
</span><div class="crafty-method"><code class="signature"><span class="sig-phrase"><span class="sig-qualifier">public </span><span class="sig-qualifier">void </span><span class="sig-noun">Crafty.timer.FPS</span></span><span class="sig-seperator">(</span><span class="sig-phrase"><span class="sig-qualifier">Number </span><span class="sig-noun">value</span></span><span class="sig-seperator">)</span></code><dl class="parameter"><dt> value </dt><dd><span class="markdown"><p>目标速率</p>
</span></dd></dl></div><div class="triggered-events"><h4>事件</h4><div class="trigger-list"><dl class="trigger"><dt>FPSChange <span>[<span class="trigger-data"><span class="obj-name">new target FPS</span><span class="obj-props"> = {Number}</span></span>]</span></dt><dd>当用户改变目标 FPS 时触发</dd></dl></div></div><span class="markdown"><p>每秒设置目标帧。这不是实际的帧速率。默认值是50。</p>
</span><div><h4>参见</h4><ul class="see-also-list"><li><a href="#Crafty-timer-steptype">.steptype</a></li></ul></div></div><div class="doclet" id="Crafty-timer-simulateFrames"><a href="#doc-nav" class="doc-top">Back to top</a><h2 class="doclet-header">Crafty.timer.simulateFrames()</h2><div class="crafty-method"><code class="signature"><span class="sig-phrase"><span class="sig-qualifier">public </span><span class="sig-qualifier">this </span><span class="sig-noun">Crafty.timer.simulateFrames</span></span><span class="sig-seperator">(</span><span class="sig-phrase"><span class="sig-qualifier">Number </span><span class="sig-noun">frames</span></span><span class="sig-seperator">[,</span><span class="sig-phrase"><span class="sig-qualifier"> </span><span class="sig-qualifier">Number </span><span class="sig-noun">timestep</span></span><span class="sig-seperator">])</span></code><span class="markdown"><p>通过若干帧推进游戏状态，并在最后绘制结果阶段。这对测试和调试有用。</p>
</span><dl class="parameter"><dt> frames </dt><dd><span class="markdown"><p>要模拟的帧数</p>
</span></dd></dl><dl class="parameter"><dt> timestep </dt><dd><span class="markdown"><p>每个帧的传递时间。如果未指定，默认为 milliSecPerFrame（20毫秒）。</p>
</span></dd></dl></div></div><div class="doclet" id="Crafty-timer-step"><a href="#doc-nav" class="doc-top">Back to top</a><h2 class="doclet-header">Crafty.timer.step()</h2><div class="crafty-method"><code class="signature"><span class="sig-phrase"><span class="sig-qualifier">public </span><span class="sig-qualifier">void </span><span class="sig-noun">Crafty.timer.step</span></span><span class="sig-seperator">()</span></code></div><div class="triggered-events"><h4>事件</h4><div class="trigger-list"><dl class="trigger"><dt>EnterFrame <span>[<span class="trigger-data"><span class="obj-name">Data</span><span class="obj-props"> = { frame: Number, dt:Number }</span></span>]</span></dt><dd>在每一帧上触发。传递帧号和自上次帧以来的时间量。如果时间大于 maxTimestep，将使用 maxTimestep 代替。（maxTimestep的默认值是50毫秒。）</dd></dl><dl class="trigger"><dt>ExitFrame <span>[<span class="trigger-data"><span class="obj-name">Data</span><span class="obj-props"> = { frame: Number, dt:Number }</span></span>]</span></dt><dd>每个帧之后触发。传递帧号和自上次帧以来的时间量。如果时间大于 maxTimestep，将使用 maxTimestep 代替。（maxTimestep的默认值是50毫秒。）</dd></dl><dl class="trigger"><dt>PreRender </dt><dd>每次绘制场景前应立即触发。</dd></dl><dl class="trigger"><dt>RenderScene </dt><dd>每次绘制场景时触发。</dd></dl><dl class="trigger"><dt>PostRender </dt><dd>每次绘制场景后立即触发。</dd></dl><dl class="trigger"><dt>MeasureWaitTime <span>[<span class="trigger-data"><span class="obj-name">Data</span><span class="obj-props"> = {Number}</span></span>]</span></dt><dd>在第一步之后的每一步开始时触发。传递游戏循环在两步之间的时间量。</dd></dl><dl class="trigger"><dt>MeasureFrameTime <span>[<span class="trigger-data"><span class="obj-name">Data</span><span class="obj-props"> = {Number}</span></span>]</span></dt><dd>每个帧之后触发。传递前进一帧所需的时间。</dd></dl><dl class="trigger"><dt>MeasureRenderTime <span>[<span class="trigger-data"><span class="obj-name">Data</span><span class="obj-props"> = {Number}</span></span>]</span></dt><dd>

每次绘制场景后触发。传递绘制场景所需的时间 </dd></dl></div></div><span class="markdown"><p>通过执行一个步骤来推进游戏。在一次绘制之后的一步包含一帧或多帧。帧数取决于定时器的 steptype.需要特别指出的是每次绘制都会在每一帧上触发 <code>EnterFrame</code> &amp; <code>ExitFrame</code> 和 <code>PreRender</code>, <code>RenderScene</code> &amp; <code>PostRender</code> 事件。</p>
</span><div><h4>参见</h4><ul class="see-also-list"><li><a href="#Crafty-timer-steptype">.steptype</a></li><li><a href="#Crafty-timer-FPS">.FPS</a></li></ul></div></div><div class="doclet" id="Crafty-timer-steptype"><a href="#doc-nav" class="doc-top">Back to top</a><h2 class="doclet-header">Crafty.timer.steptype()</h2><div class="triggered-events"><h4>事件</h4><div class="trigger-list"><dl class="trigger"><dt>NewSteptype <span>[<span class="trigger-data"><span class="obj-name">New steptype</span><span class="obj-props"> = { mode, maxTimeStep }</span></span>]</span></dt><dd>当前的 steptype 改变时</dd></dl></div></div><span class="markdown"><p>这个方法可以用来设置游戏循环的时间步长。</p>
</span><div class="crafty-method"><code class="signature"><span class="sig-phrase"><span class="sig-qualifier">public </span><span class="sig-qualifier">void </span><span class="sig-noun">Crafty.timer.steptype</span></span><span class="sig-seperator">(</span><span class="sig-phrase"><span class="sig-qualifier">mode </span><span class="sig-noun"></span></span><span class="sig-seperator">[,</span><span class="sig-phrase"><span class="sig-qualifier"> </span><span class="sig-noun">maxTimeStep</span></span><span class="sig-seperator">])</span></code><dl class="parameter"><dt> mode </dt><dd><span class="markdown"><p>时间循环的类型。允许的值是"fixed", "semifixed" 和 "variable"。Crafty默认为 "fixed"。</p>
</span></dd></dl><dl class="parameter"><dt> maxTimeStep </dt><dd><span class="markdown"><p>对于"fixed"，设置每一步的最大帧数。"variable"和"semifixed"，设置允许的最大时间步长。</p>
</span></dd></dl></div><span class="markdown"><p>这个方法可以用来获取游戏循环的时间步长。</p>
</span><div class="crafty-method"><code class="signature"><span class="sig-phrase"><span class="sig-qualifier">public </span><span class="sig-qualifier">Object </span><span class="sig-noun">Crafty.timer.steptype</span></span><span class="sig-seperator">(</span><span class="sig-phrase"><span class="sig-noun">void</span></span><span class="sig-seperator">)</span></code><dl class="parameter returns"><dt class="returns"> [Returns] </dt><dd><span class="markdown"><p>对象包含当前事件步的属性{ mode, maxTimeStep }</p>
</span></dd></dl></div><span class="markdown"><ul>
<li>在 "fixed" 模式，每一帧发送 <code>dt</code> 值相同，以及实现目标的游戏速度，多帧事件将在每次渲染前触发。</li>
<li>在 "variable" 模式，每次绘制只触发一帧。这个间隔事件 <code>dt</code> 等于最近一帧到当前帧的事件差。</li>
<li>在 "semifixed" 模式，一次处理多帧，总时间为从最近一帧到当前时间除以帧数的平均值。</li>
</ul>
</span><div><h4>参见</h4><ul class="see-also-list"><li><a href="#Crafty-timer-FPS">.FPS</a></li></ul></div></div></div></div></div></div>
			
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